Balazar

Nigel Mugfunkle's page

126 posts. Organized Play character for Lyoto "The Dragon" Machida.


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Grand Lodge

Male Gnome: Weapon: MW cold Iron Heavy Mace D20 +2 (small, MW) 1 D6 damage Throw anything so +1 on flasks of holy water, alchem fire etc. Abberant Sorc level one HP 9/9, fort 2, Ref -1, Will, +4, perception +4, AC 10, Acid Ray 7 per day, 30 foot range. Spell list: level 1 4/4 Enlarge person, Cause Fear: Cantrips: Daze, Ray of frost, detect magic, open/close.

Appreciate it. Thank you again!

Grand Lodge

Male Gnome: Weapon: MW cold Iron Heavy Mace D20 +2 (small, MW) 1 D6 damage Throw anything so +1 on flasks of holy water, alchem fire etc. Abberant Sorc level one HP 9/9, fort 2, Ref -1, Will, +4, perception +4, AC 10, Acid Ray 7 per day, 30 foot range. Spell list: level 1 4/4 Enlarge person, Cause Fear: Cantrips: Daze, Ray of frost, detect magic, open/close.

I like the sound of frozen fingers.

Grand Lodge

Male Gnome: Weapon: MW cold Iron Heavy Mace D20 +2 (small, MW) 1 D6 damage Throw anything so +1 on flasks of holy water, alchem fire etc. Abberant Sorc level one HP 9/9, fort 2, Ref -1, Will, +4, perception +4, AC 10, Acid Ray 7 per day, 30 foot range. Spell list: level 1 4/4 Enlarge person, Cause Fear: Cantrips: Daze, Ray of frost, detect magic, open/close.

Thank you for running this. I had a lot of fun :)

Grand Lodge

Male Gnome: Weapon: MW cold Iron Heavy Mace D20 +2 (small, MW) 1 D6 damage Throw anything so +1 on flasks of holy water, alchem fire etc. Abberant Sorc level one HP 9/9, fort 2, Ref -1, Will, +4, perception +4, AC 10, Acid Ray 7 per day, 30 foot range. Spell list: level 1 4/4 Enlarge person, Cause Fear: Cantrips: Daze, Ray of frost, detect magic, open/close.

We should probably check the other coffins first before we take the girl out. Nigel says.

We can probably move the heavy coffin if all of us work together. We've gone this far, might as well deal with the rest of the place. Nigel says with a shrug.

Grand Lodge

Male Gnome: Weapon: MW cold Iron Heavy Mace D20 +2 (small, MW) 1 D6 damage Throw anything so +1 on flasks of holy water, alchem fire etc. Abberant Sorc level one HP 9/9, fort 2, Ref -1, Will, +4, perception +4, AC 10, Acid Ray 7 per day, 30 foot range. Spell list: level 1 4/4 Enlarge person, Cause Fear: Cantrips: Daze, Ray of frost, detect magic, open/close.

Nigel tells the group what he has figured out.

The salamander ring on her finger has a conjuration aura, but I can't tell exactly what it does. I would leave it on her for now, just to be safe.

The salamander ring on her finger has a conjuration aura, but I can't tell exactly what it does. I would leave it on her for now, just to be safe.

Grand Lodge

Male Gnome: Weapon: MW cold Iron Heavy Mace D20 +2 (small, MW) 1 D6 damage Throw anything so +1 on flasks of holy water, alchem fire etc. Abberant Sorc level one HP 9/9, fort 2, Ref -1, Will, +4, perception +4, AC 10, Acid Ray 7 per day, 30 foot range. Spell list: level 1 4/4 Enlarge person, Cause Fear: Cantrips: Daze, Ray of frost, detect magic, open/close.

cast detect magic.

knowledge arcana: 1d20 + 6 ⇒ (17) + 6 = 23

spellcraft: 1d20 + 5 ⇒ (2) + 5 = 7

Grand Lodge

Male Gnome: Weapon: MW cold Iron Heavy Mace D20 +2 (small, MW) 1 D6 damage Throw anything so +1 on flasks of holy water, alchem fire etc. Abberant Sorc level one HP 9/9, fort 2, Ref -1, Will, +4, perception +4, AC 10, Acid Ray 7 per day, 30 foot range. Spell list: level 1 4/4 Enlarge person, Cause Fear: Cantrips: Daze, Ray of frost, detect magic, open/close.

sorry about lack of posting. Work has been hectic today.

Nigel jumps back, startled at Lionel's proclamation.

alive? How could anyone be alive in this filth? the gnome sputters out.

I wonder how long she has been here? he thinks.

when or if she regains consciousness.

Hi my name is Nigel. What's your name miss? He says putting on the most sincere smile he can muster.

diplomacy: 1d20 + 9 ⇒ (4) + 9 = 13

Grand Lodge

Male Gnome: Weapon: MW cold Iron Heavy Mace D20 +2 (small, MW) 1 D6 damage Throw anything so +1 on flasks of holy water, alchem fire etc. Abberant Sorc level one HP 9/9, fort 2, Ref -1, Will, +4, perception +4, AC 10, Acid Ray 7 per day, 30 foot range. Spell list: level 1 4/4 Enlarge person, Cause Fear: Cantrips: Daze, Ray of frost, detect magic, open/close.

Works for me, I think that's my last holy water and my last pot of clw. Also, is all that jewelry still intact or did it melt with the ghast?

Nigel is relieved to see Lionel's eyes flutter open and he looks over at the area where the ghast dropped.

How about... we take a couple minutes... before we open anymore coffins. Nigel says while taking a few deep breaths.

Grand Lodge

Male Gnome: Weapon: MW cold Iron Heavy Mace D20 +2 (small, MW) 1 D6 damage Throw anything so +1 on flasks of holy water, alchem fire etc. Abberant Sorc level one HP 9/9, fort 2, Ref -1, Will, +4, perception +4, AC 10, Acid Ray 7 per day, 30 foot range. Spell list: level 1 4/4 Enlarge person, Cause Fear: Cantrips: Daze, Ray of frost, detect magic, open/close.

I think it's legit. GM's can have a little fun too.

Grand Lodge

Male Gnome: Weapon: MW cold Iron Heavy Mace D20 +2 (small, MW) 1 D6 damage Throw anything so +1 on flasks of holy water, alchem fire etc. Abberant Sorc level one HP 9/9, fort 2, Ref -1, Will, +4, perception +4, AC 10, Acid Ray 7 per day, 30 foot range. Spell list: level 1 4/4 Enlarge person, Cause Fear: Cantrips: Daze, Ray of frost, detect magic, open/close.

You vile beast!! Die!! Nigel screams in rage after seeing his friend fall to the ground.

Reacting more on emotion than logic, Nigel rushes right in front of Eveline and hurls his bottle of holy water at the ghast.

Throw: 1d20 + 1 ⇒ (20) + 1 = 212d4 + 1 ⇒ (4, 3) + 1 = 8

crit confirm?: 1d20 + 1 ⇒ (5) + 1 = 62d4 + 1 ⇒ (1, 3) + 1 = 5 dang.

fort save from sickened: 1d20 + 2 ⇒ (5) + 2 = 7

Nigel retches from the stench of the creature but manages to get a clean throw off against the ghastly being.

Grand Lodge

Male Gnome: Weapon: MW cold Iron Heavy Mace D20 +2 (small, MW) 1 D6 damage Throw anything so +1 on flasks of holy water, alchem fire etc. Abberant Sorc level one HP 9/9, fort 2, Ref -1, Will, +4, perception +4, AC 10, Acid Ray 7 per day, 30 foot range. Spell list: level 1 4/4 Enlarge person, Cause Fear: Cantrips: Daze, Ray of frost, detect magic, open/close.

If it turns out the ghast or whatever is unfriendly, which is likely. Nigel will 5 foot step, draw holy water and ready an action to chuck it if it gets within range.

Grand Lodge

Male Gnome: Weapon: MW cold Iron Heavy Mace D20 +2 (small, MW) 1 D6 damage Throw anything so +1 on flasks of holy water, alchem fire etc. Abberant Sorc level one HP 9/9, fort 2, Ref -1, Will, +4, perception +4, AC 10, Acid Ray 7 per day, 30 foot range. Spell list: level 1 4/4 Enlarge person, Cause Fear: Cantrips: Daze, Ray of frost, detect magic, open/close.

If I encounter see a smelly ghost king, negotiating with it isn't the first thing that would come to my mind.

Wait... So you don't want to kill us? Nigel says in confusion.

Grand Lodge

Male Gnome: Weapon: MW cold Iron Heavy Mace D20 +2 (small, MW) 1 D6 damage Throw anything so +1 on flasks of holy water, alchem fire etc. Abberant Sorc level one HP 9/9, fort 2, Ref -1, Will, +4, perception +4, AC 10, Acid Ray 7 per day, 30 foot range. Spell list: level 1 4/4 Enlarge person, Cause Fear: Cantrips: Daze, Ray of frost, detect magic, open/close.

He'll five foot diagonal to where he can clearly see Reed. So it won't take effect until my next turn. Once it does pop, I can move forward and throw stuff at the zombie right? Also, would Reed threaten and be able to swing from 10 feet away once he and his axes become super-sized?

Grand Lodge

Male Gnome: Weapon: MW cold Iron Heavy Mace D20 +2 (small, MW) 1 D6 damage Throw anything so +1 on flasks of holy water, alchem fire etc. Abberant Sorc level one HP 9/9, fort 2, Ref -1, Will, +4, perception +4, AC 10, Acid Ray 7 per day, 30 foot range. Spell list: level 1 4/4 Enlarge person, Cause Fear: Cantrips: Daze, Ray of frost, detect magic, open/close.

Lets kill this one fast. It looks like it's got some great loot on it. Nigel says, his eyes focusing more on the jewelry than the zombie.

1 = Lionel, 2 = Reed

enlarge: 1d2 ⇒ 2

When it's Nigel's turn: Nigel will step into a free space behind the group and begins his familiar chant to make Reed extra big.

move action: step into the closest unoccupied space to Reed (I'm guessing people will move in by the time it reaches my turn.)

Standard action: Start the Embiggining Process!

If unable to post for the second round and there's no wacky complications: Nigel will use a move action to grab his second vial of holy water then ready an action to throw it at the zombie if it gets within 10 feet of him.

Grand Lodge

Male Gnome: Weapon: MW cold Iron Heavy Mace D20 +2 (small, MW) 1 D6 damage Throw anything so +1 on flasks of holy water, alchem fire etc. Abberant Sorc level one HP 9/9, fort 2, Ref -1, Will, +4, perception +4, AC 10, Acid Ray 7 per day, 30 foot range. Spell list: level 1 4/4 Enlarge person, Cause Fear: Cantrips: Daze, Ray of frost, detect magic, open/close.

um... OK then, so we're gonna be on our way now if there's nothing else we can do for you Nigel says while slowly backing away.

on second thought, maybe leaving the crazy man alone is safer.

Grand Lodge

Male Gnome: Weapon: MW cold Iron Heavy Mace D20 +2 (small, MW) 1 D6 damage Throw anything so +1 on flasks of holy water, alchem fire etc. Abberant Sorc level one HP 9/9, fort 2, Ref -1, Will, +4, perception +4, AC 10, Acid Ray 7 per day, 30 foot range. Spell list: level 1 4/4 Enlarge person, Cause Fear: Cantrips: Daze, Ray of frost, detect magic, open/close.

Hold on everybody. Nigel says in a low voice, I know this sounds a little strange, but I would rather not leave the crazy guy by himself. I'm going to try and convince him to come with us.

With that, the little gnome goes back to Deris and asks him a question.

What's wrong? You seemed fine, almost completely unconcerned, when we fought the zombie and that giant bug? What's wrong with us taking down a few ghouls? Nigel says to Deris. (Marlinchen?)

Grand Lodge

Male Gnome: Weapon: MW cold Iron Heavy Mace D20 +2 (small, MW) 1 D6 damage Throw anything so +1 on flasks of holy water, alchem fire etc. Abberant Sorc level one HP 9/9, fort 2, Ref -1, Will, +4, perception +4, AC 10, Acid Ray 7 per day, 30 foot range. Spell list: level 1 4/4 Enlarge person, Cause Fear: Cantrips: Daze, Ray of frost, detect magic, open/close.

Nigel hands Reed a potion of cure light wounds.

This should make you feel a little bit better. You've had quite a rough day. Nigel says, trying to hold back a smirk.

Sorry I was caught up in an unexpected real life issue. In the future if another issue like this happens, I'm going to enlarge Lionel. Then fire an acidic ray at whatever is closest to me.

Grand Lodge

Male Gnome: Weapon: MW cold Iron Heavy Mace D20 +2 (small, MW) 1 D6 damage Throw anything so +1 on flasks of holy water, alchem fire etc. Abberant Sorc level one HP 9/9, fort 2, Ref -1, Will, +4, perception +4, AC 10, Acid Ray 7 per day, 30 foot range. Spell list: level 1 4/4 Enlarge person, Cause Fear: Cantrips: Daze, Ray of frost, detect magic, open/close.

I made reed big because he was swinging two weapons and I didn't want to only buff you always Lionel. You'll probably get it next time, since "cause fear" ain't going to do much if we're fighting vermin and undead.

Grand Lodge

Male Gnome: Weapon: MW cold Iron Heavy Mace D20 +2 (small, MW) 1 D6 damage Throw anything so +1 on flasks of holy water, alchem fire etc. Abberant Sorc level one HP 9/9, fort 2, Ref -1, Will, +4, perception +4, AC 10, Acid Ray 7 per day, 30 foot range. Spell list: level 1 4/4 Enlarge person, Cause Fear: Cantrips: Daze, Ray of frost, detect magic, open/close.

Your weapon grow with you too. You should be rolling D8's for damage I think.

Grand Lodge

Male Gnome: Weapon: MW cold Iron Heavy Mace D20 +2 (small, MW) 1 D6 damage Throw anything so +1 on flasks of holy water, alchem fire etc. Abberant Sorc level one HP 9/9, fort 2, Ref -1, Will, +4, perception +4, AC 10, Acid Ray 7 per day, 30 foot range. Spell list: level 1 4/4 Enlarge person, Cause Fear: Cantrips: Daze, Ray of frost, detect magic, open/close.

Nigel sees the creatures, drops in lantern in fear and is caught speechless. He looks around and sees Deris not reacting, so moves behind Deris figuring he's basically a human shield.

He then begins casting Enlarge person targeting Reed.

free action: drop lantern to provide light to the humans.

move action: get behind Deris.

standard action: start casting Enlarge person on Reed.

Won't go off until my next turn right?

Grand Lodge

Male Gnome: Weapon: MW cold Iron Heavy Mace D20 +2 (small, MW) 1 D6 damage Throw anything so +1 on flasks of holy water, alchem fire etc. Abberant Sorc level one HP 9/9, fort 2, Ref -1, Will, +4, perception +4, AC 10, Acid Ray 7 per day, 30 foot range. Spell list: level 1 4/4 Enlarge person, Cause Fear: Cantrips: Daze, Ray of frost, detect magic, open/close.

b]so, we are moving on to the east right? If something was moving on the other side, let's get away.[/b]

Grand Lodge

Male Gnome: Weapon: MW cold Iron Heavy Mace D20 +2 (small, MW) 1 D6 damage Throw anything so +1 on flasks of holy water, alchem fire etc. Abberant Sorc level one HP 9/9, fort 2, Ref -1, Will, +4, perception +4, AC 10, Acid Ray 7 per day, 30 foot range. Spell list: level 1 4/4 Enlarge person, Cause Fear: Cantrips: Daze, Ray of frost, detect magic, open/close.

I'm sorry, I've working silly hours myself. From 1 p.m. to 10 p.m. mountain time. It's tougher to post when I have to sneak em in during work.

Grand Lodge

Male Gnome: Weapon: MW cold Iron Heavy Mace D20 +2 (small, MW) 1 D6 damage Throw anything so +1 on flasks of holy water, alchem fire etc. Abberant Sorc level one HP 9/9, fort 2, Ref -1, Will, +4, perception +4, AC 10, Acid Ray 7 per day, 30 foot range. Spell list: level 1 4/4 Enlarge person, Cause Fear: Cantrips: Daze, Ray of frost, detect magic, open/close.

I think Junia was the name of that girl that snobby woman was talking about. Anyway I say we head east, away from whatever just moved. Nigel replies.

Nigel whispers to Eveline, You know that Deris knows his way around magic, that's how he gets the classroom to move, through tricky prestiditigation. If he makes any hostile moves. I'll try to cast my own magic on him, or light him up if need be.

Nigel pulls out a bottle of alchemists fire in his other hand in case of danger. (the other hand is holding a lantern)

bluff to pass secret message if needed: 1d20 + 4 ⇒ (10) + 4 = 14

Grand Lodge

Male Gnome: Weapon: MW cold Iron Heavy Mace D20 +2 (small, MW) 1 D6 damage Throw anything so +1 on flasks of holy water, alchem fire etc. Abberant Sorc level one HP 9/9, fort 2, Ref -1, Will, +4, perception +4, AC 10, Acid Ray 7 per day, 30 foot range. Spell list: level 1 4/4 Enlarge person, Cause Fear: Cantrips: Daze, Ray of frost, detect magic, open/close.

Nigel follows Lionel's lead and heads through the South Door. He's feeling a lot better about the party's ability to handle threats after watching Reed's double axes in action.

Grand Lodge

Male Gnome: Weapon: MW cold Iron Heavy Mace D20 +2 (small, MW) 1 D6 damage Throw anything so +1 on flasks of holy water, alchem fire etc. Abberant Sorc level one HP 9/9, fort 2, Ref -1, Will, +4, perception +4, AC 10, Acid Ray 7 per day, 30 foot range. Spell list: level 1 4/4 Enlarge person, Cause Fear: Cantrips: Daze, Ray of frost, detect magic, open/close.

If it's somehow still alive.

Nigel will move past Lionel into the room and throw the flask of holy water at the zombie.

chuck bottle of holy water: 1d20 + 1 ⇒ (17) + 1 = 182d4 + 1 ⇒ (3, 2) + 1 = 6

Grand Lodge

Male Gnome: Weapon: MW cold Iron Heavy Mace D20 +2 (small, MW) 1 D6 damage Throw anything so +1 on flasks of holy water, alchem fire etc. Abberant Sorc level one HP 9/9, fort 2, Ref -1, Will, +4, perception +4, AC 10, Acid Ray 7 per day, 30 foot range. Spell list: level 1 4/4 Enlarge person, Cause Fear: Cantrips: Daze, Ray of frost, detect magic, open/close.

Delay until after DeMario, so he can get into range and use his sneak attack bonus on the "flat-footed?" zombie first.

On Nigel's turn:

He will take out a bottle of holy water and ready an action to it at the Zombie if it moves within 10 feet of him.

if zombie gets too close:
throw holy water if it comes close: 1d20 + 1 ⇒ (4) + 1 = 52d4 + 1 ⇒ (4, 3) + 1 = 8
Nigel has the Throw anything feat and small size to cancel out his bad dex.

Grand Lodge

Male Gnome: Weapon: MW cold Iron Heavy Mace D20 +2 (small, MW) 1 D6 damage Throw anything so +1 on flasks of holy water, alchem fire etc. Abberant Sorc level one HP 9/9, fort 2, Ref -1, Will, +4, perception +4, AC 10, Acid Ray 7 per day, 30 foot range. Spell list: level 1 4/4 Enlarge person, Cause Fear: Cantrips: Daze, Ray of frost, detect magic, open/close.

Are you OK Lionel? do you need a potion for curing? Also, how the heck did you wind up here? Nigel says with concern.

Grand Lodge

Male Gnome: Weapon: MW cold Iron Heavy Mace D20 +2 (small, MW) 1 D6 damage Throw anything so +1 on flasks of holy water, alchem fire etc. Abberant Sorc level one HP 9/9, fort 2, Ref -1, Will, +4, perception +4, AC 10, Acid Ray 7 per day, 30 foot range. Spell list: level 1 4/4 Enlarge person, Cause Fear: Cantrips: Daze, Ray of frost, detect magic, open/close.

This way guys! Let's keep moving forward! We gotta find Lionel! Nigel calls out, holding up his lamp.

Nigel's going to head down the tunnel to the East after waiting a little bit for the party to catch up.

I gotta find Lionel, but I probably should be careful not to lose everyone else... Nigel thinks to himself.

Grand Lodge

Male Gnome: Weapon: MW cold Iron Heavy Mace D20 +2 (small, MW) 1 D6 damage Throw anything so +1 on flasks of holy water, alchem fire etc. Abberant Sorc level one HP 9/9, fort 2, Ref -1, Will, +4, perception +4, AC 10, Acid Ray 7 per day, 30 foot range. Spell list: level 1 4/4 Enlarge person, Cause Fear: Cantrips: Daze, Ray of frost, detect magic, open/close.

Nigel's decision:
Nigel sheathes his mace, lights his hooded lantern and follows the trail of dripping water. He has faith the others will follow him down, but he will not allow Lionel to be alone with that crazy man.

Grand Lodge

Male Gnome: Weapon: MW cold Iron Heavy Mace D20 +2 (small, MW) 1 D6 damage Throw anything so +1 on flasks of holy water, alchem fire etc. Abberant Sorc level one HP 9/9, fort 2, Ref -1, Will, +4, perception +4, AC 10, Acid Ray 7 per day, 30 foot range. Spell list: level 1 4/4 Enlarge person, Cause Fear: Cantrips: Daze, Ray of frost, detect magic, open/close.

Now that Nigel sees Deris is gone. He quickly explains what Deris was doing in the classroom, and why he's been which caused him such consternation.

You can all check the dc 15 spellcraft from way earlier. Also, I am down to three lvl 1 spells and six Acid Rays.

He then yells.

b]We gotta go in after them! Can't leave Lionel alone with that nutjob.[/b] The Gnome shierks as he pulls out his Masterwork mace and heads down the stairs as quickly as possible.

climb: 1d20 - 1 ⇒ (15) - 1 = 14

Grand Lodge

Male Gnome: Weapon: MW cold Iron Heavy Mace D20 +2 (small, MW) 1 D6 damage Throw anything so +1 on flasks of holy water, alchem fire etc. Abberant Sorc level one HP 9/9, fort 2, Ref -1, Will, +4, perception +4, AC 10, Acid Ray 7 per day, 30 foot range. Spell list: level 1 4/4 Enlarge person, Cause Fear: Cantrips: Daze, Ray of frost, detect magic, open/close.

Nigel is doing everything in his power to resist smashing Deris over the head with his mace. But he takes a few deep breathes and paces around to regain his composure.

I think we should gut the bug. I doubt the bug had anything useful, but that disembodied hand means it probably ate someone. Maybe the person it ate had something valuable on him Nigel says to Eveline.

I'll do it myself if that's what you would prefer, The gnome says.

I'll just imagine I'm slicing that crazy wizard, that should make it easy. Nigel thinks.

Grand Lodge

Male Gnome: Weapon: MW cold Iron Heavy Mace D20 +2 (small, MW) 1 D6 damage Throw anything so +1 on flasks of holy water, alchem fire etc. Abberant Sorc level one HP 9/9, fort 2, Ref -1, Will, +4, perception +4, AC 10, Acid Ray 7 per day, 30 foot range. Spell list: level 1 4/4 Enlarge person, Cause Fear: Cantrips: Daze, Ray of frost, detect magic, open/close.

Yea, yea, thanks for standing idly by while two of us were nearly killed. Nigel says angrily to Deris as picks himself up off the floor and dusts himself off.

How can you even have your daughter enrolled in school filled with vermin anyway? What kind of father are you? Nigel says continuing to rant.

Perhaps we should back to the classroom and make sure there aren't any other giant creatures mauling the children to death? That might be a good idea Nigel yells, half sarcastically.

If we actually does go back the classroom:
When we get within 25 feet of the classroom, Nigel will cast ghost sound and mimic the sound of four children laughing and giggling. Let's see how that affects his psyche!

Grand Lodge

Male Gnome: Weapon: MW cold Iron Heavy Mace D20 +2 (small, MW) 1 D6 damage Throw anything so +1 on flasks of holy water, alchem fire etc. Abberant Sorc level one HP 9/9, fort 2, Ref -1, Will, +4, perception +4, AC 10, Acid Ray 7 per day, 30 foot range. Spell list: level 1 4/4 Enlarge person, Cause Fear: Cantrips: Daze, Ray of frost, detect magic, open/close.

Is Deris still around? Has he just been watching this? If so, I want give a stern lecture.

Grand Lodge

Male Gnome: Weapon: MW cold Iron Heavy Mace D20 +2 (small, MW) 1 D6 damage Throw anything so +1 on flasks of holy water, alchem fire etc. Abberant Sorc level one HP 9/9, fort 2, Ref -1, Will, +4, perception +4, AC 10, Acid Ray 7 per day, 30 foot range. Spell list: level 1 4/4 Enlarge person, Cause Fear: Cantrips: Daze, Ray of frost, detect magic, open/close.

Nigel lies unconscious.

Grand Lodge

Male Gnome: Weapon: MW cold Iron Heavy Mace D20 +2 (small, MW) 1 D6 damage Throw anything so +1 on flasks of holy water, alchem fire etc. Abberant Sorc level one HP 9/9, fort 2, Ref -1, Will, +4, perception +4, AC 10, Acid Ray 7 per day, 30 foot range. Spell list: level 1 4/4 Enlarge person, Cause Fear: Cantrips: Daze, Ray of frost, detect magic, open/close.

Nigel steps away from the bug and goes into fight or flight mode. After a brief moment of panic he chooses to fight.

Die! He yells as he fires an Acidic ray

acidic ray: 1d20 ⇒ 161d6 ⇒ 2 vs. touch AC.

move action: five foot away from the bug

standard action: shoot the bug with a ray.

Grand Lodge

Male Gnome: Weapon: MW cold Iron Heavy Mace D20 +2 (small, MW) 1 D6 damage Throw anything so +1 on flasks of holy water, alchem fire etc. Abberant Sorc level one HP 9/9, fort 2, Ref -1, Will, +4, perception +4, AC 10, Acid Ray 7 per day, 30 foot range. Spell list: level 1 4/4 Enlarge person, Cause Fear: Cantrips: Daze, Ray of frost, detect magic, open/close.

Target is officially now Lionel. His height will be doubled and he'll weigh about eight times as much. he will get +2 strength -2 dex, -1 to hit and AC apiece. his weapon also grows with him, so he'll have a 20 foot reach and roll 2D6 for Damage. P.S. Lionel, delay your turn until after I make you 10 feet tall! I would cast it on Reed, except he might be submerged by the time it gets to my turn.

Eveline you're a ranger right!? So do you have any idea what the hell that is?Nigel says as he begins casting.

Also Demario, if the bug has the grappled condition it's going lose AC from dex, which means a sneak attack bonus I think. So even if you're probably going to miss, shoot the thing!

Grand Lodge

Male Gnome: Weapon: MW cold Iron Heavy Mace D20 +2 (small, MW) 1 D6 damage Throw anything so +1 on flasks of holy water, alchem fire etc. Abberant Sorc level one HP 9/9, fort 2, Ref -1, Will, +4, perception +4, AC 10, Acid Ray 7 per day, 30 foot range. Spell list: level 1 4/4 Enlarge person, Cause Fear: Cantrips: Daze, Ray of frost, detect magic, open/close.

I would want to complete it in the first round. So I'll still do that. I'm not getting into melee with that thing and shooting/throwing stuff at it isn't going help a lot. er wait, I'd probably target Lionel if it's not too late to change. I want him and his weapon really big.

Grand Lodge

Male Gnome: Weapon: MW cold Iron Heavy Mace D20 +2 (small, MW) 1 D6 damage Throw anything so +1 on flasks of holy water, alchem fire etc. Abberant Sorc level one HP 9/9, fort 2, Ref -1, Will, +4, perception +4, AC 10, Acid Ray 7 per day, 30 foot range. Spell list: level 1 4/4 Enlarge person, Cause Fear: Cantrips: Daze, Ray of frost, detect magic, open/close.

Nigel freaks out for a moment, then turns to biggest member of party and begins casts.

Standard Action, Cast enlarge person on DeMario.

KILL IT! he screams.

Grand Lodge

Male Gnome: Weapon: MW cold Iron Heavy Mace D20 +2 (small, MW) 1 D6 damage Throw anything so +1 on flasks of holy water, alchem fire etc. Abberant Sorc level one HP 9/9, fort 2, Ref -1, Will, +4, perception +4, AC 10, Acid Ray 7 per day, 30 foot range. Spell list: level 1 4/4 Enlarge person, Cause Fear: Cantrips: Daze, Ray of frost, detect magic, open/close.

Nigel is going to use detect magic on the area where the arm is coming from. After he leaps back behind Lionel.

A deluded madman magician or something on one side and bubbles near a strange arm on the other. Great, just great Nigel thinks.

If combat occurs, he's going to cast enlarge person on Lionel.

Grand Lodge

Male Gnome: Weapon: MW cold Iron Heavy Mace D20 +2 (small, MW) 1 D6 damage Throw anything so +1 on flasks of holy water, alchem fire etc. Abberant Sorc level one HP 9/9, fort 2, Ref -1, Will, +4, perception +4, AC 10, Acid Ray 7 per day, 30 foot range. Spell list: level 1 4/4 Enlarge person, Cause Fear: Cantrips: Daze, Ray of frost, detect magic, open/close.

spellcraft: 1d20 + 5 ⇒ (15) + 5 = 20

Nigel has figured out what's going on. He's both impressed that this madman can manipulate, knowingly or not, an entire classroom. However, he's also more than a little frightened of this man and wants to get away from the psycho as quickly as possible.

He'll explain it to everyone as soon as the party isn't right in front of Deris.

If you could guide us to the entrance that would be plenty helpful. Once we're there, we'll get going on our own.

diplomacy: 1d20 + 9 ⇒ (10) + 9 = 19

Grand Lodge

Male Gnome: Weapon: MW cold Iron Heavy Mace D20 +2 (small, MW) 1 D6 damage Throw anything so +1 on flasks of holy water, alchem fire etc. Abberant Sorc level one HP 9/9, fort 2, Ref -1, Will, +4, perception +4, AC 10, Acid Ray 7 per day, 30 foot range. Spell list: level 1 4/4 Enlarge person, Cause Fear: Cantrips: Daze, Ray of frost, detect magic, open/close.

"Is there any chance you can tell us more about the Headmistress?" Nigel asks in a polite voice. "Also, I'm sorry about the confusion yesterday, we weren't very clear with our requests."

diplomacy: 1d20 + 9 ⇒ (17) + 9 = 26

Nigel is skittish, but he's generally not a confrontational person unless reptiles come up. He'll actually trust most people until they prove they are not worthy of trust.

Grand Lodge

Male Gnome: Weapon: MW cold Iron Heavy Mace D20 +2 (small, MW) 1 D6 damage Throw anything so +1 on flasks of holy water, alchem fire etc. Abberant Sorc level one HP 9/9, fort 2, Ref -1, Will, +4, perception +4, AC 10, Acid Ray 7 per day, 30 foot range. Spell list: level 1 4/4 Enlarge person, Cause Fear: Cantrips: Daze, Ray of frost, detect magic, open/close.

Alright, well this isn't getting us anywhere. I say we head back to the Grand Lodge, get some sleep, then figure out our next move.

Seriously, we don't want to get the fatigued condition wandering around a schoolyard.

Grand Lodge

Male Gnome: Weapon: MW cold Iron Heavy Mace D20 +2 (small, MW) 1 D6 damage Throw anything so +1 on flasks of holy water, alchem fire etc. Abberant Sorc level one HP 9/9, fort 2, Ref -1, Will, +4, perception +4, AC 10, Acid Ray 7 per day, 30 foot range. Spell list: level 1 4/4 Enlarge person, Cause Fear: Cantrips: Daze, Ray of frost, detect magic, open/close.

Perhaps we can explore inside the sunken buildings? Nigel says to the group. I swear if there are reptiles though...

Nigel circles the shore and looks around to see if there are any doors or windows from the passageway about 25 feet from the shore.

If so, He'll cast open/close on the first one he sees and cast light on the hinge of the doorway/window.

Grand Lodge

Male Gnome: Weapon: MW cold Iron Heavy Mace D20 +2 (small, MW) 1 D6 damage Throw anything so +1 on flasks of holy water, alchem fire etc. Abberant Sorc level one HP 9/9, fort 2, Ref -1, Will, +4, perception +4, AC 10, Acid Ray 7 per day, 30 foot range. Spell list: level 1 4/4 Enlarge person, Cause Fear: Cantrips: Daze, Ray of frost, detect magic, open/close.

Following Lionel.

Grand Lodge

Male Gnome: Weapon: MW cold Iron Heavy Mace D20 +2 (small, MW) 1 D6 damage Throw anything so +1 on flasks of holy water, alchem fire etc. Abberant Sorc level one HP 9/9, fort 2, Ref -1, Will, +4, perception +4, AC 10, Acid Ray 7 per day, 30 foot range. Spell list: level 1 4/4 Enlarge person, Cause Fear: Cantrips: Daze, Ray of frost, detect magic, open/close.

Nigel blushes at the compliment. It's been awhile since Nigel pursued any ladies, but he's thinking "why not" chuckling to himself.

After regaining his composure. Nigel address the man.

It could very well be nothing. I hope that's the case. But we were sent to check on it nonetheless. I just asked for a key because I thought the entranceway might be locked. Nigel says.

diplomacy: 1d20 + 9 ⇒ (11) + 9 = 20

Grand Lodge

Male Gnome: Weapon: MW cold Iron Heavy Mace D20 +2 (small, MW) 1 D6 damage Throw anything so +1 on flasks of holy water, alchem fire etc. Abberant Sorc level one HP 9/9, fort 2, Ref -1, Will, +4, perception +4, AC 10, Acid Ray 7 per day, 30 foot range. Spell list: level 1 4/4 Enlarge person, Cause Fear: Cantrips: Daze, Ray of frost, detect magic, open/close.

Screw it, I think he's just a traumatized old man. If he's spy he's a hell of an actor. And who would spy on an abandoned school anyway? Nigel thinks and decides to be forthright with the man.

Because we heard there was something dangerous in the basement and we were sent to investigate the problem. We don't want any children to be hurt. Plus, you said you've been waiting for Cassiel for awhile now... Aren't you a little worried? Do you happen to have a key we could use?

diplomacy: 1d20 + 9 ⇒ (8) + 9 = 17

Grand Lodge

Male Gnome: Weapon: MW cold Iron Heavy Mace D20 +2 (small, MW) 1 D6 damage Throw anything so +1 on flasks of holy water, alchem fire etc. Abberant Sorc level one HP 9/9, fort 2, Ref -1, Will, +4, perception +4, AC 10, Acid Ray 7 per day, 30 foot range. Spell list: level 1 4/4 Enlarge person, Cause Fear: Cantrips: Daze, Ray of frost, detect magic, open/close.

Why, we want to see the interior of the Academy of course! The grounds look lovely, but that's meaningless if the inside isn't well kept. Nigel says to man, happy to be talking about something, anything else than family.

diplomacy: 1d20 + 9 ⇒ (3) + 9 = 12

Grand Lodge

Male Gnome: Weapon: MW cold Iron Heavy Mace D20 +2 (small, MW) 1 D6 damage Throw anything so +1 on flasks of holy water, alchem fire etc. Abberant Sorc level one HP 9/9, fort 2, Ref -1, Will, +4, perception +4, AC 10, Acid Ray 7 per day, 30 foot range. Spell list: level 1 4/4 Enlarge person, Cause Fear: Cantrips: Daze, Ray of frost, detect magic, open/close.

We can help him out later. for now, Let's take a look around the area.

Perception: 1d20 + 2 ⇒ (2) + 2 = 4

Where would our characters be on the map?

Grand Lodge

Male Gnome: Weapon: MW cold Iron Heavy Mace D20 +2 (small, MW) 1 D6 damage Throw anything so +1 on flasks of holy water, alchem fire etc. Abberant Sorc level one HP 9/9, fort 2, Ref -1, Will, +4, perception +4, AC 10, Acid Ray 7 per day, 30 foot range. Spell list: level 1 4/4 Enlarge person, Cause Fear: Cantrips: Daze, Ray of frost, detect magic, open/close.

After resisting the urge to slap the man in the face, Nigel puts on the cheeriest smile he can muster.

He might not be all there, but maybe he can help us find what we're looking for. Even if he doesn't know it. Nigel thinks.

Nigel looks up at the man.

Would you mind guiding us around the school grounds? Nigel says in a neighborly voice. I'm sure my friend would like to tour the academy before she commits to enrolling her daughter and you seem to know the school very well. Don't you all agree, he says turning to the party.

diplomacy: 1d20 + 9 ⇒ (7) + 9 = 16

Grand Lodge

Male Gnome: Weapon: MW cold Iron Heavy Mace D20 +2 (small, MW) 1 D6 damage Throw anything so +1 on flasks of holy water, alchem fire etc. Abberant Sorc level one HP 9/9, fort 2, Ref -1, Will, +4, perception +4, AC 10, Acid Ray 7 per day, 30 foot range. Spell list: level 1 4/4 Enlarge person, Cause Fear: Cantrips: Daze, Ray of frost, detect magic, open/close.

In particular we are interested in learned more about a girl named Junia, who we've heard had some experience here. Nigel says, adding to Althera's statement.

aid another

bluff: 1d20 + 3 ⇒ (7) + 3 = 10

Full Name

So'rien Zeru

Classes/Levels

AC 12, touch 12, flat-footed 10 (+2 Dex, ) hp 63 F +7, R +7, W +7 Resist acid/cold/elect 5, concent +17

Status:
HP 63/63 || Mythic 7/7 || Spells: 4th 6/6 3rd 8/8 2nd 7/8 1st 8/8

Gender

Male Aasimar (Azata-Blooded) sorcerer 9 CG Medium outsider (native, azata-blooded) Init +4, Senses darkvision (60 ft.); Perception +10

About So'rien Zeru

So'rien Zeru
Male Aasimar (Azata-Blooded) sorcerer 9
CG Medium outsider (native, azata-blooded)
Init +4, Senses darkvision (60 ft.); Perception +10
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DEFENSE
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AC 12, touch 12, flat-footed 10 (+2 Dex, )
hp 63 ((9d6)+33)
Fort +7, Ref +7, Will +7
Resistances acid 5, cold 5, electricity 5,
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OFFENSE
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Speed 30 ft.
Special Attacks Wild Arcana,
Magic Item Spell-Like Abilities feather fall (DC 10,at will)

Sorcerer Spells Known (CL 9th; concentration +17)
4th(6/day)-emergency force sphere, enervation, telekinetic charge(DC 26), dimension door, M
3rd(8/day)-fireball, M(DC 25), haste(DC 21), battering blast, dispel magic
2nd(8/day)-levitate, mirror image, pilfering hand, scorching ray(DC 24), invisibility(DC 20)
1st(8/day)-ear-piercing scream(DC 23), liberating command(DC 19), mage armor(DC 19), protection from evil(DC 19), snowball(DC 19), identify
0th(at will)-dancing lights, detect magic, light, mage hand, message, prestidigitation(DC 18), read magic, spark(DC 20)

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STATISTICS
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Str 7
Dex 15
Con 15
Int 13
Wis 8
Cha 26

Base Atk +4; CMB +2; CMD 14

Feats
Alertness
Varisian tattoo evocation
Empower Spell
Eschew Materials
Greater Spell Focus (Evocation)
Improved Familiar
Mythic Spell Lore
Spell Focus (Evocation)
Spell Focus (Mythic) (Spell Focus (Evocation))

Skills
Bluff +12
Diplomacy +12
Handle Animal +9
Intimidate +12
Knowledge (Arcana) +5
Knowledge (Nature) +2
Knowledge (Planes) +5
Perception +10
Spellcraft +5
Stealth +3
Use Magic Device +20

Traits Magical Lineage (Fireball), Fate's Favored

Languages Celestial, Common, Draconic

Gear
Lesser Selective Metamagic Rod (3 charges),
headband of alluring charisma +2
sleeves of many garments
ring of feather falling
cloak of resistance +2
quick runner's shirt
uniform (soldier's)
handy haversack
12600.0 gp

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SPECIAL ABILITIES
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Racial CON bonus You gain an additional +2 Racial bonus to your Constitution score.

Aasimar (Azata Blooded) Azata Blooded Aasimars Receive a +2 bonus to Dexterity and Charisma and a +2 bonus to Diplomacy and Perform checks. They can cast Glitterdust as a spell like ability.

Amazing Initiative (Ex) At 2nd tier, you gain a bonus on initiative checks equal to your mythic tier. In addition, as a free action on your turn, you can expend one use of mythic power to take an additional standard action during that turn. This additional standard action can't be used to cast a spell. You can't gain an extra action in this way more than once per round.

Arcane Bloodline Your family has always been skilled in the art of magic. While many of your relatives were accomplished wizards, your powers developed without the need for study and practice.

Arcane Bond (Su) You have selected to establish a powerful arcane bond with a creature. Serafina (Faerie Dragon)

Archmage A master of arcane magic, the archmage casts powerful spells with great skill and ease, and shapes reality at whim. The powers of the archmage allow her to alter her spells, penetrate foes' defenses, and master nearly any subject. While many of the archmage's abilities are most valuable to a character with a high Intelligence score, those with high Charisma scores will also find a wide variety of powerful options. The path of the archmage is suitable for arcane spellcasters.

Bloodline Arcana Whenever you apply a metamagic feat to a spell that increases the slot used by at least one level, increase the spell's DC by +1. This bonus does not stack with itself and does not apply to spells modified by the Heighten Spell feat.

Cantrips You learn a number of cantrips, or 0-level spells. These spells are cast like any other spells, but they do not consume any slots and may be used again.

Celestial Language (Ex) Aasimars speak Celestial.

Celestial Resistance (Ex) Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.

Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.

Eldritch Breach (Su) You are adept at breaching magical defenses and overcoming resistance to your magic. When attempting a caster level check to dispel an effect, overcome spell resistance, or otherwise determine whether your magic affects a target (such as with knock or neutralize poison), roll twice and take the higher result.

Energy Conversion (Su) Whenever you cast a spell with the acid, cold, electricity, or fire descriptor, you can expend one use of mythic power to switch the energy type to a different one of those energy types. If the spell normally has its original energy type as a descriptor, it loses that descriptor and gains the new type as a descriptor. All other effects of the spell remain unchanged.

Eschew Materials

Familiar A familiar grants special abilities to its master. These special abilities apply only when the master and familiar are within 1 mile of each other.

Familiar's Alertness ability active (Ex) PC has a familiar that has the Alertness (Ex) ability and it is within arms' reach, the master gains the Alertness feat.

Hard to Kill (Ex) Whenever you're below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don't die until your total number of negative hit points is equal to or greater than double your Constitution score.

Magical Lineage (Fireball) One of your parents was a gifted spellcaster who not only used metamagic often, but developed many magical items and perhaps even a new spell or two--and you have inherited a fragment of this greatness. When you apply metamagic feats to Fireball, treat its actual level as 1 lower for determining the spell's final adjusted level.

Metamagic Adept (Ex) You can apply any one metamagic feat you know to a spell you are about to cast without increasing the casting time. You must still expend a higher-level spell slot to cast this spell. You can use this ability 2 times per day.

Mythic Power (Su) Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier (5/day at 1st tier, 7/day at 2nd, etc.). This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount. [Currently at 7/day]

Mythic Surge (Su) You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll.

Mythic Tier 01 You have reached Mythic Tier 1

Mythic Tier 02 You have reached Mythic Tier 2

New Arcana (Ex) You can add any one spell that you are capable of casting to your list of spells known. You can also add one additional spell at 13th level and 17th level.

Resistance to Acid (Ex) You may ignore 5 points of Acid damage each time you take acid damage.

Resistance to Cold (Ex) You may ignore 5 points of Cold damage each time you take cold damage.

Resistance to Electricity (Ex) You may ignore 5 points of Electricity damage each time you take electricity damage.

Skilled (Ex) Azata Blooded Aasimars receive a +2 bonus to Diplomacy and Perform checks.

Variant Ability (Sp) Some aasimars are blessed or cursed with unusual abilities.

Wild Arcana As a swift action, you can expend one use of mythic power to cast any one arcane spell without expending a prepared spell or spell slot. The spell must be on one of your arcane class spell lists and must be of a level that you can cast with that arcane spellcasting class. You don't need to have the spell prepared, nor does it need to be on your list of spells known. When casting a spell in this way, you treat your caster level as 2 levels higher for the purpose of any effect dependent on level. You can apply any metamagic feats you know to this spell, but its total adjusted level can't be greater than that of the highest-level arcane spell you can cast from that spellcasting class.